Internet Games and Academic Performance


Various studies have shown that playing internet games has a negative impact on students’ academic performance. But there are still some unknown characteristics of internet/game addiction.

Gaming genres

Identifying game genres can help players make better decisions about which games to play. Game genres are characterized by common gameplay features, such as player action and setting. They are often categorized into different sub-genres.

Action games are among the most popular genres. These games feature tight gameplay mechanics and a deep focus on the plot. They include fighting games, racing games, sports games, survival games, and more.

Simulation games are designed to emulate real-world situations. They can simulate real-world objects, animals, or technical means. Some simulation games are life simulations, while others are simulations of spacecraft or world-building games. These games may be addictive.

Shooter games are characterized by fast action and quick reactions. They can be played in a first-person or third-person perspective. The main task in these games is to shoot at a particular type of equipment or to get rid of enemies.

Unobserved characteristics of internet/game addiction

Using a multi-group analysis, we found a relationship between mobile game addiction and social anxiety. Although this study did not examine the relationship between mobile gaming and academic performance, the findings suggest that the inverse of social anxiety can be attributed to social gaming.

Adolescents who show a tendency towards internet/game addiction are less likely to reach higher scores in reading, numeracy, and overall academic performance. Compared to their non-gaming peers, these kids report less self-esteem, more stress, and poorer mental health. In addition, these teens are less likely to attend classes, provide less effort into their homework, and skip school.

This study used a sample of 1,704 Chinese adolescents. A 20-item self-report questionnaire, the Y-IAT, was used to measure addiction, along with other observable and unobservable characteristics. Some of the questions were related to mobile game addiction, while others were purely academic.

Effects of internet/game-play on academic performance

Various studies have been done to analyze the effects of Internet/game-play on academic performance. However, some studies have been able to make a clear connection between the use of the Internet and video games and academic performance, whereas others have been unable to.

Among these studies, a study by Alberto Posso, professor of communication at the Royal Melbourne Institute of Technology, has analyzed the effects of Internet/game-play on the academic performance of high school students. The results show that students who use the Internet during weekdays tend to have lower reading and numeracy scores than those who use the Internet on weekends. The study was done using a large, nationally representative sample.

The study also investigated whether the benefits of using the Internet/game-play were generalizable. It used a standardized test of academic performance. In addition, it considered gender, race, and household income as factors that could affect the impact of using the Internet.

Parental control tools in games

Using parental control tools in internet games helps parents manage their children’s video game use. These tools restrict children’s access to games that are not age-appropriate and can also prevent them from engaging in financial transactions without their parent’s permission.

Parental control tools are available for all major video game platforms. They can be installed through third-party apps or on the device itself. They can also be set up through the internet provider. These tools can be used to limit how long children play games, restrict what they can download, and monitor their location.

The best way to use parental control tools is to talk with your children. Having an open conversation with them helps you learn what devices they are using, what they do with those devices, and how they feel about what they are seeing.

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